HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 ..TEMPLAR..

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Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

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PostSubject: ..TEMPLAR..   ..TEMPLAR.. Icon_minitimeSat Aug 08, 2009 4:43 am

The Templar is a Warrior who fights with the Gods on their side. Quite often, the Gods grant the more pious of these Church Knights certain divine powers as would be expected from a Priest. Templar Knights uphold honour, religion, justice, law and order. In some cases, these Knights are considered so Just that the Nobles acknowledge their Wisdom by giving them legal powers.
A Templar is a very proficient fighter who is always in the thick of the action, using their skills to help others, and bring about the end of any evil that they see in the land.


Starting Kit
Short Weapon Use

Hindrances
Must Tithe 10% of Income to Superiors

Primary Skills Available

Long Weapon Use (1)
Shield Use (1)
Recognise Evil (1)
Recognise Wounds (1)
Double Handed Weapon Use (2)
Bind Wounds (2)
Either Handed Weapon Use (3)
Final Stand (3)
Pole arm Weapon Use (3)
Dexterity Training (5)
Fitness Training (5)
Strength Training (6)

Secondary Skills Available

Discern Lie (1)* or Recognise Magic (1)
Jurisdiction (3) or Read / Write Magic (2)
Merciful (5) or Cause Fear (3)*
Strike Mighty Blow (6)* or Bless Weapon (4)*
True Courage (5) or Recognise Un-dead (4)
Pure Thoughts (5) or Recognise Demon (4)
Weapon Mastery (6) or Blessed (6)
Innate Defy (3)* or Projectile Magic (6)



# Final Stand – This ability can be activated once per adventure. Once used, the player may not leave the immediate area (this is defined at the referee’s discretion). All damage is applied at the end of the encounter, not immediately. The player must keep count of how many points of damage they have taken as it is likely that the player could drop dead that the end of the encounter if they are not careful.

# Discern Lie – Each use of this ability allows the character to clarify a lie to a yes/no question and must be used immediately after the original question has been asked (only the character using this ability will know the answer).

# Jurisdiction – The character has the power of Judge, Jury and sometimes Executioner bestowed upon him. They are expected to uphold laws within the king’s land and be fair in their judgements. Their actions and judgements can change other people’s views of themselves, the church and the king if they abuse this power (referee’s can give advice on certain courses of action).

# Cause Fear – The target of this ability must run away from the user or stay at least 30 paces away from at least 30seconds (mind affecting).

# Merciful – The player may now opt to do sub-duel damage instead of normal damage. This is most often used when attempting to capture someone alive, avoid killing innocents or merely shutting up annoying party members. The call of “Sub-Duel” must be used for this to take effect.

# Strike Mighty Blow – The player may either call “Strikedown” or “Destroy Shield” with each use of this ability.

# Bless Weapon – Each use of this ability allows the player to call “Holy” with one of their weapons. The “holy” ability will cause extra damage to those of “Evil” alignment and other effects depending on certain creatures (as a general rule, it does 2 extra points of damage to evil creatures).

# True Courage – The player is now immune to all fear effects.

# Pure Thoughts – Mind affecting spells, abilities and other effects that would cause the Templar to act against his deity’s ethos have no effect on this character. This also provides some resistance against other mind affecting spells, abilities and effects (at the referee’s discretion).

# Innate Defy – The character now gains one defy.

# Blessed – (requires Read/Write Magic) The character now has the ability to use magic. They must choose a deity to follow from the list in the Priest class and gain any benefits/hindrances of that God. They gain 4 power points; access to the Holy School of Magic, 2 Prayer Points, the ability to hold/dismiss un-dead and they are allowed to choose one other school of their choice. Spells from the Holy School are bought with Prayer Points which are awarded to the player by the referee; spells from their secondary school of magic are bought with gold. They will require a spell book (much like the Mage’s) to carry their Secondary School of Magic spells; this is also used as a memory aid for their Holy Spells. Unlike Mage’s, if their book is lost or stolen, they will only lose access to their Secondary School of Magic spells as their Holy Spells are given to them by their god. The rules for advancing magic and its use are the same as for Priests (see Priest), as is the need for a Holy symbol to cast their spells.

# Recognise Evil - # Recognise Evil – By brandishing your holy symbol and declaring “Recognise Evil” on a target, you may ascertain if it is evil or not. Only the character using this ability will know the results.

# Projectile Magic – See Mage’s description.
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